Lt. Commander
Join Date: Dec 2007
Posts: 120
# 41
03-04-2010, 02:32 PM
Quote:
Originally Posted by Zoberraz View Post
My group, whom I believe was 3 tactical, 1 engineer and me (science) did okay until the starbase ground portion of the mission.

The space combat was tolerable, though it's my belief that it was slightly too difficult - as it was, I was the one whom died the least times, and that was still 3 - others died many more times despite flying cruisers. You see... I'm of the opinion that at the average skill level a pick-up-group should have at admiral rank that player death should be an exception and not something to expect out of such a mission..
Oh please, I went in solo and farmed drops in the space part waiting for my son to hit RA5. When he did he came in and joined me and it was over in no time. The space part is a cake walk. Half way around the ground mission the respawns were proving 2 forward 2 back and we would obviously not manage the shields or bosses. But really the space part is easy.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 42
03-04-2010, 02:38 PM
Just managed to complete it with a great bunch of guys. Really i think the only possible issues are the generator shields reset time and some of the interlink nodes are tricky to target.

Was very intense versus the borg commander, 3 of our team were down when she got to about 30% health but we hung on. Really good mission.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 43
03-04-2010, 02:39 PM
Quote:
Originally Posted by Anuhart
Oh please, I went in solo and farmed drops in the space part waiting for my son to hit RA5. When he did he came in and joined me and it was over in no time. The space part is a cake walk. Half way around the ground mission the respawns were proving 2 forward 2 back and we would obviously not manage the shields or bosses. But really the space part is easy.
You do know people have different skill levels...whats easy for some isnt for others. You sir, appear to be a graduate of the Captain Kirk School of Space Butt Kicking.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 44
03-04-2010, 02:45 PM
Quote:
Originally Posted by nyg316 View Post
You do know people have different skill levels...whats easy for some isnt for others. You sir, appear to be a graduate of the Captain Kirk School of Space Butt Kicking.
Sorry if you took offence, never kicked but, never will. I have a very low skill lvl in playing mmo's and empathy is something I hold dear. That does not change the fact that the space part of the mission is not at all hard in any way. That is if you were implying I was kicking the posters but.


That said , is the difficulty scaled to number of players?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 45
03-04-2010, 02:50 PM
Quote:
Originally Posted by nyg316 View Post
The respawns of areas you already cleared was crazy. Especially since the revive respawn point was all the way at the start of the mission. My team had to reclear areas and their 'nodes' twice, which is total b.s. I know, I know, they are the Borg. They adapt and repair...hogwash!

I had a great time not completing the mission. The space battle at the start was cool. It took coordinated effort, but was won fairly quickly. But the ground was like a crazy bee-hive. Again, I had fun, but the respawns were just insane. And the ambushes while engaged in combat was a nice touch, but again, insane.

Our biggest problem was we lost 1 of our team soon after ground combat begun on the station. So we were down to 4. We made it about halfway through the map w/out our 5th captain (who should be a damn ensing if he did not dc and just quit w/out a word). But after numerous deaths and suicide runs to take out the nodes, and finally getting a little momentum, we lost a second captain. With 3 of us left, we didnt even bother to continue.

To my teammates, thanks for the effort. It was a good day to die, even if we werent Klingon!

My reccommendation, even though I know there will be people who beat this, is re-examine the respawn points and the enemy respawns...or at least one or the other. I will try again as soon as my blood pressure drops. (lol)
I completed it in a group of 4. I can see how it will be easily accomplished in 2 hours or less now that I understand what's involved.

Anyone finding this too challenging should return to their solo god mode play in the Cluster.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 46
03-04-2010, 02:52 PM
Quote:
Originally Posted by DarKcS View Post
You think that's bad? We got to the end and you need 3 people to scan 3 poles to disable a shield 4 seperate times, to get to each poit you need to jump across boxes, you die instantly if you fall and you can't respawn. If more than 2 die, you don't have enough to continue, you suicide and it all resets.
Heck even when you stay alive long enough the shields come back up and even when you're clearing out single points, Borg just beam back in to replace those dead.

With the average skill of random players trying to beat this annoying nonsense is ridiculous.
The problem I see, is you don't understand what needs to be done. You can res people if they fall in the plasma. If you respawn, your wasting everyone's time.

The shields won't turn back on, if you do things correctly, which actually allows you to take your time.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 47
03-04-2010, 02:53 PM
Quote:
Originally Posted by Shadow_Stranger
Indeed. once the shield on the generator gos down you upload the virus then have 4minutes until the generator "rebots" with shield. so you need to get all four shields down and all four generators upload with in that time zone or you get to do it all over again..
Nope, that's not what you do. Try reading the objective.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 48
03-04-2010, 02:54 PM
Quote:
Originally Posted by Wolf68 View Post
Indeed parts of "Infected" need to be turned down a bit. Fighting trash mobs for 2 hours is a pain, the respawn rate is too fast and let's not even talk about the room with the four shield generators. I can't recall any mission in the game, where you have to play jump-and-run.
I seriously doubt, that the designers of this played it through a couple of times to test it as a whole (and if they did, I question their common sense), because it is just not funny.
And not even remotely balanced risk vs reward.
You are totally wrong. I see this being easily completed in 2 hours or less, if you are in a competent group. If you're in a PUG of fools, then yeah, it's gonna be needlessly painful.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 49
03-04-2010, 02:56 PM
Quote:
Originally Posted by Mark_Arac
I didn't mind that at all, but bosses that can kill you within 5 seconds when you have absolutely no way to mitigate that? C'mon.

I expected fun. I was really enjoying STO up to this point, but if this is what the game is going to be?
What do you mean "no way to mitigate" that? That's ridiculous, you people need to learn how to play the game.

Teamwork is not optional here...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 50
03-04-2010, 03:00 PM
Quote:
Originally Posted by Zoberraz View Post
I'll be honest: I was frustrated by this mission as well. However, seeing how people have presented thier criticism... I'll try to make this more constructive and less whiny.

My group, whom I believe was 3 tactical, 1 engineer and me (science) did okay until the starbase ground portion of the mission.

The space combat was tolerable, though it's my belief that it was slightly too difficult - as it was, I was the one whom died the least times, and that was still 3 - others died many more times despite flying cruisers. You see... I'm of the opinion that at the average skill level a pick-up-group should have at admiral rank that player death should be an exception and not something to expect out of such a mission.

Seeing that my team in space was reasonably cautious and managed to get at least around 15 deaths total, I consider that somewhat overblown. Teams of 4 probes and a sphere could've been 2 probes and a sphere, for example. Ultimately, I'd have expected such a mission to possibly have people die from harder objectives, yes, but I wouldn't have expected more than 5 deaths total.

The ground segment was where this really suffered. This being an all captain team, there was hardly any 'AI-delivered healing' and most captains go for offensive setups. It turned into a tedium of people confronting each rooms, dying repeatedly, and running back to regroup just before said room to try again. Number of deaths? I stopped counting after 5 minutes.

Ironically, I ended up missing my bridge officers.

We got through the 3/4 circle portion of the starbase and were stopped cold there. Previous borg encounters were respawning and that slowed us down even more (with regular respawns too). One of our teammates decided that he was wasting his time (I agreed, but stuck to the team so to not abandon them and leave them no chance of winning) and he left, making the efforts of the rest of us moot. We never got even close to the boss.

Personally, I think the difficulty of the ground combat portion lacked moderation. I could sort of swing with encounters that would be stiff and have 2 of 5 people keel over, requiring others to scramble to ressuciate them. This wasn't the case. The difficulty went far beyond that, and the threshold I see between fun, tolerable, tedious and an exercise in futility. I also do not feel this should require voicechat to gain the coordination needed to perform.

In this case, it seemed like resistance was futile. Just not for the good reasons from this player's perspective. I wanted Star Trek Online to be more challenging, yes, but the Special Taskforces go overboard in my opinion. nothing before them really prepares the player to face their degree of difficulty (the closest being ground fleet actions) - and that should say something.

My advice to people going in that mission...
~ You need solid communication and teamwork. You'll still die, but if you have at least that, it'll be less easy to do your team in.

~ Before each encounters, if you can prepare, do so: engineers should definitely set up fortifications, turrets, mortars, etc...

~ Be patient and get to know what the others can do. If people can throw anesthezine gas/dampening fields/grenades at a group of clustered borg drones, let them do so first. With any luck, this could expose some of them and kickstart a tough fight in favor of your side.

~ Status Ailments abound in there. Roots and Holds are a large part of why people end up being defeated. Being able to counter that may make a big difference (those are kits I understand are less valuable to the solo Captain, though).

~ You need both shield and health heals. Science captains being expected to provide healing alone is just not enough.

~ Borg use anti-proton weapons, if I'm not mistaken. They also perform a lot of ranged attacks. Energy Dampening Armor and personnal shields that offer anti-proton resistance could help you last longer.

~ The borgs have nodes that permits them to just be briefly stunned upon defeat instead of beaten. As long as those nodes are up, you can't even vaporize them when they are exposed (WTF?! If I manage to expose them and deplete their health that way, they should anyways!). There's no easy way to dispatch the nodes in this mission, but once you do at least the zombie hordes from cyberhell become killable.
This is a good assessment. PUG's will eventually increase in skill enough that this mission will be trivial. However, that is going to take much longer than in other games, because STO trains you to be Admiral Noob, with 45 levels of EZ mode.

I'm keeping my eyes out for good science officers, you're more than welcome to roll through with me next time.
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